The 6th Guards Army was ordered to strike across the Greater Khingan Mountains, a drive intended to hamper Japanese movements and engage the Kwangtung Army in central Manchuria. The 6th Guards would then press toward Mukden. The Soviet thrust took the Japanese by surprise, and they advanced some 120-150 kilometres into Japanese held territory. As the Soviet approached Mukden, the Japanese hastily threw in an ad-Hoc Infantry unit and the 34th & 35th Tank Regiments to stem the tide. On the 20th of August these units clashed and although the Japanese defence held firm for a few hours, the Japanese tanks struggled to much firepower with the heavier Soviet T-34s and Shermans. The battle ended with the Soviets capturing Mukden and high casualties on both sides.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Allied Player [Soviet]: Take 5 Command Cards
You Move First
Axis Player [Japan]: Take 4 Command Cards
Conditions of Victory:
The 3 town hexes are a temporary majority objective for either side worth one medal.
Imperial Japanese Army Command rules are in effect. (Nations 3)
The 3 Soviet Special Forces Infantry units marked with an Engineers badge are Elite combat Engineers (Troops 4), they may also move 2 and still battle.
The 2 Soviet Special Forces Infantry units marked with a Special forces badge are Elite units. (Troops 2)
Special Weapon Asset rules (SWAs 7) are in effect for the 1 Japanese and 1 Soviet units with a Machine Gun.
All Soviet tanks are 4-figure units.
The Soviet Special forces tank unit is a Flame Thrower Tank. (Troops 13)
Heavy Anti-Tank Gun rules (Troops-23) are in effect for 1 Japanese unit.
Air rules are in effect. The Soviet player starts with both Air Sortie Cards.
ASL Scenario CH30 Kravchenko's 6th Guard Army
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.